LEVEL 4: THE OPERA HOUSE
Kills: 46 Items: 25 (29)* plus 2 keys, relay box,
circuit board and 3 secrets
(*Under found items, the number in
parentheses shows total including extra items granted for
finding all three secrets. Note that three of the regular
pick-ups here will be the Automatic Pistols, Uzis and
Grenade Launcher if you didn't get them in previous levels.)
ABOVE THE CANAL: You begin the level on a platform
behind a huge wooden crate
swinging back and forth on a rope. There's an
armed goon on patrol on the dock
below. You can try and take him out from here, wait until
you get to the other side of the canal, or back flip off the
ledge into the canal, draw weapons and shoot him on the way
down. He's carrying auto pistol clips.
(NOTE: If you didn't get the
AUTOMATIC PISTOLS in Venice,
you'll get them here instead of the clips. Also, after
killing the gunman, you might want to take a little detour
to the dock opposite where he was patrolling. There you'll
find a poster of Gianni Bartoli—famous magician/occultist
and father of our villain, Marco Bartoli. I only discovered
this my third time through the game. There's nothing else
here, but it's a fun bit of Tomb Raider trivia.)
Swim to the far left corner of the canal (left if Lara is
facing away from the entrance to the level). Climb up the
ladder to the first landing. Now turn and pull up onto the
ledge above. (Get that bad guy now if you didn't before.)
Throw the switch here, which
opens a trapdoor not far away.
Climb the ladder to the level above. Take a running jump
to the white ledge on the opposite side of the water. Do
another running jump and grab the edge of the platform where
you started the level. Shimmy to the right to avoid the
swinging box and pull up. Take a
running jump across the canal into the open trapdoor,
avoiding that crate. (NOTE: I
did it from the far left side of the platform, angled
slightly to the right to get the proper angle.)
Two nasty fellows with clubs
are posted in here, so take care of them. Then take the
small medipak from one of them,
along with the ORNATE KEY they
were guarding. The exit door at the top of the stairs opened
automatically when the second nasty fellow entered, so go
out that way. Return again to the ledge where you entered
the level.
This time, take a running jump to the small flat area on
the tiled roof ahead (the swinging box and trapdoor should
be on your left now). From there, jump forward onto the
slanted roof, slide and grab the edge, then drop to the flat
square below. Turn around and slide backward down the slope,
grabbing the edge. Traverse left until you're in front of
the window. Now release the Action button and quickly press
it again to drop and grab the windowsill below. Pull up.
Shoot out the window and enter the room, WALKING over the
glass shards.
(NOTE: Broken glass is like
spikes; if Lara runs instead of walking over it she's
history.) Head to the left and climb the ladder.
Unlock the door at the end of the hallway with the ORNATE
KEY you "liberated." Follow the passage beyond and climb the
next ladder to the roof.
THE ROOF: The next area, what remains of a
decaying roof, is similar to the
collapsing tiles you've encountered before. It's a loooong
way down but crossing really isn't as hard as it looks. Just
remember to keep moving. Line Lara up facing the area that
has a gap, three wood squares, another gap, two more wood
squares and another gap. Walk to the edge, then do a
standing jump to the first wood area. Immediately start
running. Do a running jump off this wood area onto the next,
then a running jump to grab the edge on the far side. Now
pull up.
Turn right and go to the wooden square, pull up, and
continue until you reach an opening on the right. There's a
thug with a gun below, and
another baddie with a bat and
2 Dobermans rush you as soon as
you hit the floor. My advice for these is to kill the first
guy from the doorway, jump from there onto the domed roof,
then get the other guy and the dogs.
Two more guys with guns come
out when you start exploring; so get rid of them too. If you
don't stay on the dome, at least be very careful not to
accidentally jump into the trenches on two sides of the
structure; these are lined with broken
glass. Now go and pick up the booty:
shotgun shells,
auto pistol clips and 2 medipaks,
small and large.
You'll notice the gold dragon
down in one of the trenches. Ignore it for now. There'll be
a safe way to get it later on. The opening in the corner to
the left of where you came in is also a
glass-lined trap. Avoid it.
Head for the opening in the far left corner with the
swinging crate. To make the jump
without getting clobbered, you'll need to set it up pretty
precisely. You want to be facing the box so it's swinging
towards and away from you, but you don't want to be right in
front of it. Instead, stand on the edge of the dome, on the
closest flat square that's just to the left of the box. Walk
right up to the edge and sidestep as far left as you can.
Take one hop back, then run, jump, grab the ledge and pull
up next to the box. Jump down into the dark area below,
where you'll find a button.
Push it to open the trapdoor out on the roof.
Two thugs, one with a club,
one with a gun, come charging out when it opens, so climb up
and shoot them from above. One has
shotgun shells and flares.
THE LIGHTING BOOTH: You can now drop down into the
LIGHTING BOOTH of the abandoned opera house. Here you'll
find 2 switches. The one on the
right doesn't work because it's missing a circuit, which
you'll need to find. The left one opens the gate so you can
get in.
Before we go further, note that the opera house has 4
levels, not including the basement, lighting booth and roof.
To keep things concise, I am calling the ground floor where
the stage is Level 1, and so on up to level 4, where you'll
start exploring.
LEVEL 4 (TOP): Descend and go across the dark area
to the right. There's a boulder trap
that is sprung when you walk down the slope. I'd set it off
now, since you'll need to come back here later and by then
you may have forgotten about it. Once you hear the boulders
rolling, get over to the right and you'll be safe. Now push
the button here to close the
gate you just opened so you can get into the main
auditorium. Jump up and grab the ladder, then climb up and
into the doorway.
Before you jump down into the room, notice the huge
sandbag dangling from the
ceiling in front of you. You'll encounter a number of these.
When Lara walks under them, they fall down and squish her,
so take care. With that in mind, hop down and take care of
the thug with the gun who comes
in from the left. Take his small medipak
then head in the direction he came from. The double doors
don't open yet, so follow the hallway. Kill the
2 Dobermans that attack. Take
note of the ELEVATOR on the right. There's a
switch, but the panel nearby is
missing a relay box, which you'll have to locate.
Return to where you came in, now head to the right. The
double doors open and another thug
with a gun and a Doberman rush
out. Kill them. From the area where they came in, turn and
look across the open auditorium. You'll see a
cult guard patrolling on level 3.
You can shoot him from here.
LEVEL 3: Hang and drop through the opening to the
level below. If you drop down on the edge of the opening
closest to the open room, you'll hear a click as a door
opens below and a thug with a
club and 2 more dogs enter. (If
you drop down another way, they won't come out until you
reach the ground level.) Shoot them from above. This could
take a few minutes, but you'll conserve health and may even
get to see this cult goon's nifty walking-on-water trick, so
it'll be well worth it.
LEVEL 1 (GROUND): Now drop down to ground level.
Take the goon's large medipak.
Notice the decaying brick area in the back wall. This is a
boulder trap, which is set off
when you pass in front of it. Again, you may want to trip
them now to avoid accidents later. Don't bother going in the
door where the guy and dogs came out; there's nothing in
there but another nasty boulder trap.
LEVEL 2 and 3 AGAIN: Use the low steps at the back
of the room to help boost Lara back up to level 2. Jump
across the gaps to the left side (when facing the stage). To
get from here up to level 3, walk to the edge where there's
an opening above and a bit of floor above and ahead of you.
Do a standing jump and grab this edge. Pull up, turn around
and jump over to the area where the guard's body is
(provided you killed him earlier). Take the
2 sets of automatic pistol clips
he's got.
You may notice the DOORS AND KEYHOLE at the back end of
this level, so add one key to your "wish list." For now, go
to the opening in the side wall near where you just pulled
up. Jump down into the water and climb out on the first
step, killing a rat. Turn around
and do a standing jump and grab the ledge across the water
and above. Kill another rat here.
Turn around again and look up. There's a
guard with a gun on the floor above, along with a
dog and 2
rats. (NOTE: You may be able to shoot the guard
from here. You'll get a clearer shot by jumping up and down,
but take care not to jump off the ledge. Also, you may have
quite a long wait for him to pass by, so unless you're
conserving health, you'll probably want to just get up there
and get it over with.)
DRESSING ROOM: Follow the hallway to the windows.
Shoot them out then hang and drop into the dressing room
below. Throw the switch to open
one of the doors. Slide forward down the ventilation duct,
jumping at the last minute to grab the ledge above and avoid
being chopped to bits by the huge fan.
Take the ORNATE KEY. Climb to the
uppermost brick ledge. Stand facing the fan below. Side jump
onto the sloped surface, jump forward, grab the ledge in
front of you and pull up. Kill the rat
before proceeding along the duct.
VENTILATION DUCTS: When you come to an
intersection, take a running jump across the sloped duct.
Lara's head will bump the ceiling and she'll land safely in
front of the moving fan. Now
step back to the edge and take a standing jump to the ledge
above the fan. Again, step back to the edge and take another
standing jump up and Lara will clear the
second fan. (NOTE: A back
flip from the edge also works to clear each of these fans.)
Before continuing down the passage, turn around and take a
standing jump to grab the edge of the dark alcove above.
Pull up and walk carefully toward the
next fan to retrieve SECRET #1,
the Jade Dragon. From the edge of
this passageway, take a standing jump down, pressing Action,
to land on the ledge below.
Continue to a small room with a
movable crate. Pull it once. Flip the
switch behind it to open a door
back into the dressing room. Now pull the box once away from
the wall, and push it through the opening into the dressing
room until it's up against the low step. Climb up to the
window ledge where you'll find another
crate. Shoot out the windows. Push the second crate
through the broken window on top of the other crate. Now you
can climb up the stacked crates to the room above. Kill the
guard with the club who's waiting
for you up there. Follow the hallway back to the tiered
ledges above the small pool. Take a standing jump to grab
the ledge above, pull up and continue back to the
auditorium.
THE STAGE: Take a running jump or swan dive into
the flooded orchestra pit. Use the underwater block to climb
up onto the stage. A Doberman
runs out from the door on the left to meet you. Take care of
him and the bad guy who starts
shooting at you from the audience area. Also be careful of
the 2 falling sandbags. The
shooter isn't carrying any goodies, but cross the water
anyway. This will draw out another thug
with a gun, who'll emerge from the door on the left of the
stage. Kill him and cross back to the stage to take his
Uzi clips.
Enter the door on the left of the stage and flip the
switch to open a gate above the
right door. Note the bright object in the water below the
floor. You'll get to it in a few minutes. Now, head for the
door at the other end of the stage. Two
goons with clubs come out when you approach. One has
a large medipak. Enter the room
they came from. Along the two side walls are
dangling sandbags that need to
be brought down before you can proceed safely.
Now return to the doorway and pull up onto the ledge
where you just opened the gate. Head for the left side of
the platform, avoiding the glass shards.
Turn and face the lowest point of the crevice in the brick
wall. Do a running jump to grab this crack, then traverse to
the left until you can pull up. Flip the
switch here to lower the
drawbridge and cue the ominous music. Drop to the floor,
return to the doorway and pull up to the platform with the
broken glass again.
This time cross the bridge you just lowered. Do a running
jump and grab the wooden platform in the far left corner of
the room. Pull up, then climb into the alcove above. From
here you can shoot the rat on the
high platform across the room. When it's dead, do a running
jump and grab the edge of this platform. Pull up. Now you'll
need to time a jump past the swinging
sandbag. Avoid the second
sandbag altogether by jumping to the flat area on the
right of it. Enter the passage beyond and flip the
switch. This drops a sandbag on
the stage which busts open the trapdoor. Slide down the
ramp, jumping just before you reach the end to sail through
the trapdoor and land in the water below. Or climb down
carefully and jump in. (NOTE:
You can't get to the white ledge above the stage yet, so
don't tire Lara out jumping.)
UNDERWATER BELOW THE STAGE: Once you're in the
water there face the ramp you just jumped from to get
oriented. Enter the opening on your left, proceed until you
can turn left again. On one side of this flooded room is a
switch. Flip it to open a door
out of this area on level 3. On the opposite side of the
room, just under the water, is a small opening. Swim through
it and follow the narrow tunnel to
SECRET #2, the Silver Dragon.
Return to the surface. From here turn left and keep going
until you surface in a room with a ladder going up. Pull up
out of the water and take the RELAY BOX
which is lying here, then climb the ladder to the door you
opened a minute ago.
THE ELEVATOR: Climb up to level 4, go to the
hallway at the back, right corner of the auditorium and use
the RELAY BOX in the circuitry on the wall to repair the
ELEVATOR. Pull the switch to
send it down, then jump diagonally to the ledge with the
ladder on the right side of the elevator shaft. Pull up,
then walk carefully over the glass
shards to retrieve SECRET #3,
the Gold Dragon (plus
4 sets of Uzi clips if you've
found all the secrets). On the left is an alcove containing
a switch; pull this to open the
exit doors. Walk to the exit, retrieving additional
Uzi clips on the floor before you
leave. (Or, if you didn't get the UZIS
in the previous level, you'll get them now.)
Return to the hallway near the elevator shaft and pull
the switch to bring the
elevator back up. Pull it again, then jump aboard to ride
down to the ground floor. When the doors open, run out and
take out the 2 thugs with guns
ready to ambush you. Take their 2 boxes
of shotgun shells.
WATER BELOW THE ELEVATOR SHAFT: Now pull the
switch here to send the
elevator up, and jump in the water below. Facing the ladder,
swim to the left, left, and left again. Surface and grab the
CIRCUIT BOARD you saw earlier
through the floor in the room off the stage. Return to the
elevator shaft opening to get some air, then swim to the
left, then right, into a room with many short pillars. On
the far right wall is a lever
that opens the nearby gate. Pull it and exit. Climb out onto
the yellow carpet and kill the rat
if you didn't do it earlier.
LIGHTING BOOTH AGAIN: Use a series of standing
jump-grab combinations to climb the ledges back up to level
3. Now go to the locked doors at the back of the auditorium
and use the ORNATE KEY to open them. Jump into the doorway.
Holding the Action key while jumping will keep you from
bumping Lara's head. You'll find yourself in the room below
the LIGHTING BOOTH. (If you didn't trip the
boulder trap earlier, watch
out.) Push the button again to
open the gate above, then climb the ladder into the booth.
Place the circuit board in its receptacle and use the
switch on the right to raise
the scrim on the stage.
(NOTE: Many people report
flipping this switch and having nothing happen. If you
tested it when you first entered the lighting booth, nothing
happened then because the circuit board was missing. You'll
need to flip it again now to get it in the correct position.
You'll know you've done it when you see large Fiama Nera
banners and a square doorway at the back of the stage.)
Climb down the ladder into the dark hallway below the
lighting booth. Vault up into the doorway you unlocked
earlier, then safety-drop to ground level. A
thug with a gun will come out
onto the stage to see what's going on. You can take him from
this side of the pool. Next, swim back over to the stage and
kill the dog and the
2 additional goons with clubs who
come out when you get there. Watch out for the
falling sandbag to the left of
the doorway. Take the shotgun shells
and small medipak from their
previous owners before going on.
BACKSTAGE: In the room behind the stage you'll see
a few dozen wooden crates, one
of which moves. (NOTE: The
movable crate is at the base of the pile under the light, on
the right side of the room if you're facing the opening
above. It's slightly paler than the others.) Pull
it out and flip the switch
behind it to lower the scrim again.
Climb up the boxes, through the opening and onto the
white ledge above the stage. A thug
with a club comes out to patrol below, so shoot him from
here, but be careful of the falling
sandbag on the left side of the ledge. He has no
goodies so, when he's dead, head to the right (when facing
the back of the auditorium), cross over the ledge with the
wooden floor and go down into a small room with a hole in
the floor. Jump and grab the edge of the opening above the
hole. Flip the switch here to
open a small door below. You can use this to get back into
this room if you miss the following jump and don't want to
reload.
Rather than try to jump or run past the
sandbag, stand in the alcove
with Lara's feet about one step back from the edge and jump
diagonally to the slanted edge. You'll slide down to the
flat spot out of the bag's way. From here, time a run past
the bag, staying to one side.
STORAGE ROOM/EXIT: Below is another room full of
crates. Rather than jump down into a melee, take a very
carefully timed standing jump from the right side of the
doorway past the swinging crate
to the stacked crates on the right (jump as the crate starts
to swing to the left). From here you should be able to take
out the super-tough thug with the
two pistols and the 2 Dobermans.
Now drop down and take care of another
bad guy who comes out of hiding. When the coast is
clear, recover 3 pairs of grenades,
a small medipak and some
Uzi clips. (If you didn't get the
GRENADE LAUNCHER in the first
level, you'll receive it now in place of one of the pairs of
grenades.)
Climb up on the low box at the far end of the room. Make
your way over the tops of the crates, avoiding the swinging
ones, back to the end where you entered. To the right of the
entrance is a switch on the
wall, which opens the exit door. A bad
guy with a gun will come out, but you can kill him
from up here if you're patient. Take his
Uzi clips and head for the exit. You might take a
moment to admire the view of Venice at night before sneaking
aboard the seaplane and ending the level.
CUT SCENE: Lara overhears
Marco Bartoli talking with one of his henchmen.
Unfortunately, you and Lara don't get to hear the end of the
conversation. Now a short video of the plane landing just
before Lara returns to consciousness in the next level.

Walkthrough text, maps, diagrams, and all
other original images copyright © 1997-2008 Stellalune.
All
rights reserved.
Tomb Raider
2
Back to Top